Goonstation 13 - Modules - TypesVar Details - Proc Details

/turf

Vars

active_hotspotCurrent fire object on us.
allow_unrestricted_hotboxthis turf is allowing unrestricted hotbox reactions
blocked_dirsdirections of this turf being blocked by directional blocking objects. So we don't need to loop through the entire contents
controlling_gangsan associative list of gangs to gang claims, representing who has a claim to, or other ownership on this tile
messyvalue corresponds to how many cleanables exist on this turf. Exists for the purpose of making fluid spreads do less checks.
pass_unstableSum of all unstable atoms on the turf.
passability_cacheWhether this turf is passable. Used in the pathfinding system.
pressure_differencePressure delta between us and some turf.
pressure_directionThe direction of the pressure delta.
taggedGang wars thing
vistargettarget turf for projecting its contents elsewhere
warptargettarget turf for teleporting its contents elsewhere
warptarget_modifiercontrol who gets warped to warptarget

Procs

SL_litAn approximation of "is there a simple light shining on this turf", it's slow and bad but that's the price we pay for simple lights
add_hotspotAdds a hotspot to self, deletes the previous if there was one. Sets processing to true also, since a fire kinda should be processed.
assume_airAssumes air into the turf. Use this instead of directly adding to air.
fluid_reactthis should happen whenever a liquid reagent hits a simulated tile
gas_crossChecks if gas can pass between two turfs. If anything within the turf does not allow passage, the check fails. Returns: TRUE if gas can pass, FALSE if not.
generate_worldgenGets called after the world is finished loading and the game is basically ready to start
get_disjoint_objects_by_typeRetrieve a list of objects matching the provided type on connection with the given flag.
get_disjoint_turfsRetrieve a list of turfs connected by given flag(s).
hotspot_exposeWe react to the exposed temperature, call /atom/proc/temperature_expose on everything within us, and expose things within fluids to electricity if need be.
is_litA very loose approximation of "is there some light shining on this thing", taking into account all lighting systems and byond internal crap Performance warning since simple light checks are NOT CHEAP
remove_airReturn a new gas mixture with a specified amount of moles with the composition of our gas vars.
return_airReturn new gas mixture with the gas variables we start with.
tilenotifyHEY HEY LOOK AT ME TODO : This is kind of a band-aid. I'm not sure why, but tilenotify() doesn't trigger when it should sometimes. do this to be absolutely sure!
update_nearby_tilesTells our neighbors it's time to update.

Var Details

active_hotspot

Current fire object on us.

allow_unrestricted_hotbox

this turf is allowing unrestricted hotbox reactions

blocked_dirs

directions of this turf being blocked by directional blocking objects. So we don't need to loop through the entire contents

controlling_gangs

an associative list of gangs to gang claims, representing who has a claim to, or other ownership on this tile

messy

value corresponds to how many cleanables exist on this turf. Exists for the purpose of making fluid spreads do less checks.

pass_unstable

Sum of all unstable atoms on the turf.

passability_cache

Whether this turf is passable. Used in the pathfinding system.

pressure_difference

Pressure delta between us and some turf.

pressure_direction

The direction of the pressure delta.

tagged

Gang wars thing

vistarget

target turf for projecting its contents elsewhere

warptarget

target turf for teleporting its contents elsewhere

warptarget_modifier

control who gets warped to warptarget

Proc Details

SL_lit

An approximation of "is there a simple light shining on this turf", it's slow and bad but that's the price we pay for simple lights

add_hotspot

Adds a hotspot to self, deletes the previous if there was one. Sets processing to true also, since a fire kinda should be processed.

assume_air

Assumes air into the turf. Use this instead of directly adding to air.

fluid_react

this should happen whenever a liquid reagent hits a simulated tile

gas_cross

Checks if gas can pass between two turfs. If anything within the turf does not allow passage, the check fails. Returns: TRUE if gas can pass, FALSE if not.

generate_worldgen

Gets called after the world is finished loading and the game is basically ready to start

get_disjoint_objects_by_type

Retrieve a list of objects matching the provided type on connection with the given flag.

NOTE: Only one object per turf will be provided.

Arguments:

get_disjoint_turfs

Retrieve a list of turfs connected by given flag(s).

NOTE: Only one object per turf will be provided.

Arguments:

hotspot_expose

We react to the exposed temperature, call /atom/proc/temperature_expose on everything within us, and expose things within fluids to electricity if need be.

is_lit

A very loose approximation of "is there some light shining on this thing", taking into account all lighting systems and byond internal crap Performance warning since simple light checks are NOT CHEAP

remove_air

Return a new gas mixture with a specified amount of moles with the composition of our gas vars.

return_air

Return new gas mixture with the gas variables we start with.

tilenotify

HEY HEY LOOK AT ME TODO : This is kind of a band-aid. I'm not sure why, but tilenotify() doesn't trigger when it should sometimes. do this to be absolutely sure!

update_nearby_tiles

Tells our neighbors it's time to update.